Today I will be explaining how I would analyse the widely popular 1984 game Tetris.
There are a multitude of ways in which I could analyse the game such as:
- The features of the game itself
- Analyse in terms of space, time and place.
- Analyse in terms of the content layers, promotional layers, and cultural layers of the game.
- Theories such as post structuralism, structuralism, political economy, cultural capital and psychoanalysis, etc
However, today, I will be analysing Tetris briefly in terms of its affordances. To put the affordances into context I will first provide a brief overview of the game.
The term affordances was first coined by Gibson in 1979. He believed an affordance to mean “an action possibility available in the environment… the affordance existed relative to the action capabilities of an actor. An affordance does not change if the actor’s needs and/or goals change” (
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